Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTWeap_Physicsgun (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_Physicsgun
Package: 
UTGame
This class in other games:
UT3


Properties

Property group 'UTWeap_Physicsgun'

ChangeHoldDistanceIncrement

Type: float


Default value: 50.0

HoldDistanceMax

Type: float


Default value: 750.0

HoldDistanceMin

Type: float


ThrowImpulse

Type: float


Default value: 100.0

WeaponImpulse

Type: float


Default value: 2000.0

Internal variables

HoldDistance

Type: float


HoldOrientation

Type: Object.Quat


PhysicsGrabber

Type: RB_Handle


Default value: RB_Handle'RB_Handle0'

Default values

Property Value
AIRating 0.75
AmmoCount 99
bCanThrow False
bExportMenuData False
Components[0] RB_Handle'RB_Handle0'
CurrentRating 0.75
FireOffset
Member Value
X 16.0
Y 10.0
Z 0.0
GroupWeight 0.5
InventoryGroup 154
ItemName "Physics Gun"
LockerAmmoCount 99
MaxAmmoCount 99
PickupMessage "Physics Gun"
PlayerViewOffset
Member Value
X 0.0
Y 7.0
Z -9.0
Priority 0.1
WeaponColor
Member Value
A 255
B 128
G 255
R 255
WeaponFireTypes[0] EWFT_Custom
WeaponFireTypes[1] EWFT_Projectile
WeaponFireWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeap_Physicsgun:ForceFeedbackWaveformShooting1'

Subobjects

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
ReplacementPrimitive None

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

Property Value
ReplacementPrimitive None

RB_Handle0

Class: Engine.RB_Handle

Property Value
AngularDamping 1.0
AngularStiffness 50.0
LinearDamping 1.0
LinearStiffness 50.0

Functions

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

ChangeVisibility

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeapon.ChangeVisibility

This function is called from the pawn when the visibility of the weapon changes

ConsumeAmmo

function ConsumeAmmo (byte FireModeNum)

Overrides: UTWeapon.ConsumeAmmo

Consumes some of the ammo

DoOverrideNextWeapon

simulated function bool DoOverrideNextWeapon ()

Overrides: Weapon.DoOverrideNextWeapon

hook to override Next weapon call. For example the physics gun uses it to have mouse wheel change the distance of the held object. Warning: only use in firing state, otherwise it breaks weapon switching

DoOverridePrevWeapon

simulated function bool DoOverridePrevWeapon ()

Overrides: Weapon.DoOverridePrevWeapon

hook to override Previous weapon call.

StartFire

simulated function StartFire (byte FireModeNum)

Overrides: UTWeapon.StartFire

Called on the LocalPlayer, Fire sends the shoot request to the server (ServerStartFire) and them simulates the firing effects locally. Call path: PlayerController::StartFire -> Pawn::StartFire -> InventoryManager::StartFire Network: LocalPlayer

StopFire

simulated function StopFire (byte FireModeNum)

Overrides: Weapon.StopFire

This initiates the shutdown of a weapon that is firing. Network: Local Player